Gamification


 * //Page created by: Christina Zoerhof//**


 * Definition **

//Gamification// describes “the use game mechanics, dynamics, and frameworks to promote desired behaviors” (Lee & Hammer, 2011, p. 1). Examples of game-like motivators that program designers might choose to integrate into their applications include: progress bars, reward points, badges, and level advancement (O’Brien, 2010/Lee & Hammer, 2011). However, entertainment and accomplishable challenges remain the most critical components for avid participation (Lee & Hammer 2011). Gamification is currently being employed by businesses, politicians, scientific researchers, and educators as a means to attract audiences, gather information, teach new concepts, and/or solve complex problems (Gamification, 2013).


 * Best Practices for Teachers **

Teachers continuously seek methods of motivating students’ interest in learning. Gamification can engage student interest in the curriculum by making learning personal, fun, and adventuresome. In their article “Gamification in Education: What, How, Why Bother,” Joey J. Lee and Jessica Hammer note that “games provide multiple routes to success, allowing students to choose their own sub-goals within the larger task” (p. 3). Lee and Hammer continue by paraphrasing J.P. Gee in stating that “in the best designed games, the reward for solving a problem is a harder problem” (p. 3). Games deliver instantaneous feedback, low-stake assessment, and the ability to make decisions based on alternative viewpoint- role playing (Lee and Hammer). Finally, it is important to note that the incorporation of gamification into the classroom should be purposeful and meaningful; in other words, it should contribute in an identifiable way towards mastery of the objectives.


 * Web-based Resources **


 * “The Gamification Guide for Teachers”** by Christopher Pappas []


 * **//This article lists several specific ways that teachers can employ gamification//** in their classrooms. Christopher Pappas separates his classroom gameplay suggestions into six categories, including: “Online Educational Games, Best Guess Rewards, Trivia and Riddles, Youtopia, Board games, and Nintendo Wii.”


 * “Gamification in Education: What, How, Why Bother?”** by Joey J. Lee and Jessica Hammer []


 * I included this article because it was written by researchers that have examined the role of gamification in the classroom. Additionally, the research and analyses Lee and Hammer offered appeared stronger (more academically cited) than most of the other articles I found online. Notably, Lee and Hammer’s research on gamification led to their creation of a game platform for instructors at the Teachers College Columbia University in New York (where they work).


 * “The 50 Best Videos For Teachers Interested In Gamification”** by Jeff Dunn []


 * Like the title states, **//this article provides links to videos (including TED talks) that highlight the benefits of gamification in education//**//;// therefore, it is a great resource for teachers looking for ways to incorporate gamification into the classroom.


 * Here is a small sampling of some of the video titles offered in this article:
 * “Gabe Zichermann: How games make kids smarter”
 * “Immersive learning: it’s game on!”
 * “Teaching with Games: GLPC Case Study: Joel”
 * “Classroom Game Design: Paul Andersen at TEDxBozeman”
 * “Tom Chatfield: 7 ways games reward the brain”
 * “Dr. Paul Howard-Jones – Neuroscience, Games & Learning”

References
 * Dunn, J., (2012, September 12). The 50 Best Videos For Teachers Interested In Gamification.//Edudemic//, Retrieved October 5, 2013, from []
 * Gamification. (2013, October 4). Retrieved October 5, 2013, from //Wikipedia//: []
 * Lee, J. J., & Hammer, J. (2011). Gamification in Education: What, How, Why Bother? //Academic// //Exchange Quarterly//, 15(2), Retrieved October 3, 2013, from []
 * O’Brien, C. (2010). O'Brien: Get ready for the decade of gamification. //Mercury News//, Retrieved October 5, 2013, from []
 * Pappas, C., (2013, September 6). The Gamification Guide for Teachers. //eLearning Industry//, Retrieved October 5, 2013, from []